When rotating other parts, like the entire arm, draw out a mask with the Transpose tool and invert it. Then position the tool so you can rotate the arm in place. After transposing you always need to correct a few areas, usually where the geometry bends most. I've circled some of these areas in Fig.22.

Fig. 22

You can take the advantage of using polygroups to hide parts so you can easily fix the problem areas (Fig.23).

Fig. 23

Fig.24 shows the following:

1. The entire character with polygroups
2. Problem areas fixed and surface polished
3. Adding a simple shader and setting its diffuse value
4. Giving the skin some extra TLC.

Fig. 24

Here are some turntable screenshots of the arms and, again, you have tons of advantages when you start using polygroups (Fig.25).

Fig. 25

For Chihuahua Love, I used the Move and Nudge brush quite a lot to make the extreme facial expression. Make sure to work on the lower subdivision levels (Fig.26).

Fig. 26

The final Chihuahua Love image, including the guy and his dog, can be seen in Fig.27.

Fig. 27

Thanks for reading this ZBrush tutorial. I hope you found something new and/or useful to use for you own project. I will work on a textured and rendered version of this piece and hopefully soon I will share some of the tips and tricks in this process.